CrazyStone Brood War Coaching Package
This package extracted 259 replay files, parsed 131 BGH/Hunters candidates with zero parse errors, identified 106 main-name CrazyStoneeeee games, and selected 10 representative replays for coaching review.
Fast Read
CrazyStone's first phase is usually active enough. The leak is conversion. If the opening attack or defense does not solve the game, the next 60 seconds often needs a clearer second phase: tech, economy, defensive layer, or team role.
Snapshot
Enough to identify a real three-race profile.
45 wins / 55 losses, with 6 unknown results excluded.
Average APM / EAPM. Busy hands, but conversion efficiency can improve.
58.6% known-result win rate, cleaner than P/Z in this pack.
Coach Profile
CrazyStone is a three-race BGH tempo player. The race split is nearly balanced: Zerg 39, Protoss 36, Terran 31. Results are not balanced: Terran is clearly the best result profile, while Protoss and Zerg are more volatile. The length curve is the headline: under 12 minutes is workable, 12-25 minutes drops to 36.1%, and 25+ minutes drops to 14.3%.
Main Leaks
| Priority | Issue | Training correction |
|---|---|---|
| 1 | Midgame conversion falls off after first contact. | After first attack/hold, force a 60-second plan: expand, tech, defend, or join teammate timing. |
| 2 | Protoss can over-invest in Zealot/Forge/Cannon comfort. | At 4:30, branch into Zealot finish, Dragoon range, cannon defense, or tech. |
| 3 | Zerg needs a sharper second phase. | By 6:00, choose Hydra, Muta, Lurker/Defiler, or economy plus sunkens. |
| 4 | Terran is the most reliable race but needs a template. | Default to bio-bunker-stim into Factory, or fast Factory with a strict 5:30 stop-loss. |
10 Representative Games
| # | Race | Result | Length | Coach read |
|---|---|---|---|---|
| 1 | T | Win | 37:21 | Long Terran win. Four Barracks, early bio, bunker, Academy, then long-game stability. Best proof that T can be his anchor. |
| 2 | Z | Loss | 32:16 | Long Zerg loss. Pool/gas/speed, Hatch, sunkens, Lair. Ingredients exist, but late conversion does not close. |
| 3 | P | Loss | 25:18 | Long Protoss loss. Double Gateway, Forge, cannons, Core/Range. First layer is fine; midgame role is not sharp enough. |
| 4 | Z | Win | 14:30 | Mid Z win. Speed, sunkens, Hatchery layers. Good defensive Z into playable midgame. |
| 5 | T | Win | 13:53 | Mid T win. Barracks, Academy, Stim, Medics, Factory, Engineering Bay. Clean practical Terran template. |
| 6 | T | Loss | 16:46 | Mid T loss. Heavy Barracks and bunkers. Needs faster transition from defense into team pressure or tech. |
| 7 | P | Loss | 15:31 | Mid P loss. Zealot/Forge/Cannon stack with late Core. Comfort production delays the branch. |
| 8 | Z | Win | 9:16 | Short Z win. Pool/gas/speed, Lair, Spire, Mutas. Good when tech pressure arrives fast enough. |
| 9 | P | Win | 9:45 | Short P win. Zealot flood plus Forge and gas. Early pressure connects before the opponent stabilizes. |
| 10 | P | Loss | 7:39 | Short P loss. Zealot/Forge/Cannon then double Core/Robo. Too many branches appear too late. |
30-Day Plan
| Week | Theme | Completion standard |
|---|---|---|
| 1 | 60-second second phase | After first attack/hold, name the next job: expand, tech, defend, or join timing. |
| 2 | Terran anchor template | Barracks/bunker safety into Academy/Stim/Medics and Factory. |
| 3 | Protoss branch timer | At 4:30, choose Zealot finish, Dragoon range, cannon defense, or tech. |
| 4 | Zerg conversion | By 6:00, choose Hydra, Muta, Lurker/Defiler, or economy plus sunkens. |